![]() ![]()
![]() Shin throws the thing off balance, but fails to land the following blow. However, rather than leaping at him, it withdraws, clambering back over the thatched rooftop and leaping down off of the wall near Alexandr. It moves very quickly, almost scuttling over to the well in the front yard, climbing down into it and leaving nothing other than the mess in the house and the stink of ale in Shin's nose. ![]()
![]() Though there is a tense moment of waiting for a second assault, Alexandr's swing and Ana's punch connect, leaving bubbles and a good deal of blood as all the evidence the creatures even attacked in the first place. A sudden yelling then rings out, and our heroes turn to see the colonists cheering their victory. ![]()
![]() Campaign Start Date: 25th Gozreh, 4717 AR It was just this morning, after six weeks at sea, that the sailor on watch sighted land. Over the next several hours, most of the colonists have been on deck watching the southwestern coast of the island of Ancorato slowly pass by, or else gawking at other fog-shrouded island peaks in the distance. Now in early afternoon, the fog has burned off, and the Peregrine has pulled into a crescent-shaped bay lined with a white sand beach. As a gentle breeze flows over the ocean toward the trees above the beach, the starboard gunwales are lined with colonists, looking expectantly toward a line of small buildings on a short bluff above the beach. After looking through a spyglass handed to her by Captain Markosi, Ramona wends her way through the crowd, tapping each of you on the shoulder and asking, ”Can I have you head over there for a moment?” pointing to an aft portion of the port maindeck, away from the rest of the colonists. Once you’ve all headed over, she approaches you, a poorly-concealed look of worry on her face. “We have a problem,” Ramona says bluntly. She offers the spyglass to the party and explains, “Something is wrong. Nobody’s in sight. There’s no smoke from cook fires or the smithy. Some of the buildings look burned out.” Ramona continues, her voice low. “Sailors can’t keep their mouths shut. Soon all the other colonists are going to hear about this—if they can’t see for themselves already—and things could become… tense. I would like for the five of you to take the ship’s boat, row to shore, and see what’s going on…or what happened. Once you’re ashore, I’ll have Captain Markosi take the ship to the secondary landing site up the coast,” she gestures northwards, ”and you meet us there after checking out the colony. We’ll decide what to do then.” ![]()
![]() Here (finally) is the further information on NPCs that I promised. I’ve put it all in one post instead of 5 PMs for ease of access, but please only read the “Important Colonists” section and the one labelled with your character’s name. This will give you a starting-off point for developing relationships with other colonists over the course of the adventure, and contains information that other players may not know at the start. Sorry about not getting this out when I said I would. Between heavy snow, car troubles, and sickness, its been a long start the the new year. I should have the opening gameplay post up today. Important Colonists:
Ramona Avandth - Employee of the Bountiful Venture Company and head of the colony. Always projects an aura of calm and control, and works to know each of the colonists by name. Has short cut brown hair and a tan complexion. Has a fine ear and singing voice. Lyra Heatherly - Employed by the Bountiful Venture Company as an explorer and mapmaker. Generally cheerful and something of a daredevil. A half-elf with long strawberry blonde hair and blue-green eyes. Rarely seen without her trusty pack. Perrell Beys - Employed by the Bountiful Venture Company as a colony historian and scholarly advisor to Ramona. Soft-spoken but stubborn, and exactingly precise. A human woman with short-cropped red hair, a smattering of freckles, and a simple, practical shirt and vest. Eamon Caranth - A priest of Erastil who volunteered to join the colony as a missionary. Easygoing and relaxed in demeanor. A friend to Father Nurpico, and the “defense attorney” in colonial trials. A tall half-elf with straw-colored hair and a pale complexion. Kurvis Nurpico - A priest of Abadar who also volunteered to provide spiritual support for the colony. Generally perceived among the other colonists as gruff and curmudgeonly, but a friend to Father Caranth. A man with steel-gray hair and formal attire, and among the oldest of the colonists. Brother McLaren:
Eamon Caranth & Kurvis Nurpico - A few days into the voyage, Father Caranth asked you to visit with him and Father Nurpico in Ramona’s cabin, the place on ship for official colony meetings. You may have felt nervous, but the matter the two old friends wished to discuss with you was their feelings about the importance of the colony succeeding, and hoped to coordinate with you to prevent religious schisms developing in the colony. Leland Rondul - A former barkeep from Augustana, Leland joined the colony to have a taste of the adventure he craved when he was young. As a lifelong follower of the Lucky Drunk, he has confided in you that he was able to buy a small stock of spirits with the proceeds from selling his bar, and he hopes to be able to open a bar in Talmandor’s Bounty. He even has a name for the establishment, the “Last Tavern”. Nox:
Lyra Heatherly - As the colony surveyor and mapmaker, Lyra loves exploring, and enjoyed hearing your stories about his family and his desire to learn more about Azlant. She is currently worried that Perrell Beys, the colony historian, is insisting to Ramona that the duty of making official maps to send back to Almas be left to her instead of Lyra. Carver Hastings - The oldest of the colonial soldiers originally approached you out of a curiosity about your title and family history. In the course of the conversation, Carver revealed that he was actually a covert Pathfinder Society agent, working in secret to prevent rival organizations from stealing his work. His task is to try and find out more about Azlant, and specifically if Ancorato is one of the islands visited by Durvin Gest in his famous expedition. Kalcora Weems - The only halfling among the second wave of colonists, Kalcora is an eccentric person, who befriended you over being the “small people” among the colonists. She is an expert haggler, and a former slave from Chelix. Alexandr:
Antwyn Malros - A leatherworker by trade, Antwyn is an adventurer at heart, which is the reason he signed up to join the colony. He’s hung on every word you’ve been willing to share about your experiences in warfare. The young man has even asked you to give him fencing lessons. Frel Tanboor - The son of Iobaran refugees who wound up in Andoran after travelling down the Sellen River, the trapper has a focus on personal appearance that he shares with you. Though he only has one eye, he takes care to look his best for the women on board, and you’re convinced that he’s won over at least two of the other colonists. Li:
Ylatina Xo - The only other Tian on the Peregrine, Ylatina loves to share stories about her native Minkai to others, including you, and enjoys hearing stories about others’ homelands in return. Despite this friendly attitude, you sometimes have seen her looking back over the ocean early in the morning or late in the evening, an expression of great pain and sadness on her face. Harcourt Carrolby - The youngest son of wealthy horse breeders, he got to know you better the first night of the voyage, as you ended up drinking together and he promised to try your country’s rice wine. He told you about his betrothed who is set to come to the colony once he gets established, the judgement he gets because his family comes from old noble stock, and how nervous he is about this chance to make it big. Anastasia: Alba Divenvaar - The older dwarf is an experienced alchemist, as well as a traveler who has learned from alchemists from Druma to the Mwangi Expanse. Seeing something of a kindred spirit in you, she has spent time on the voyage listening to your story and teaching you a few of her own alchemical tricks. Anya Sandstrider - Though from the distant Cinderlands of Varisia, Anya knows something of familial rejection. After asking you about your scars, she told you of her past, being exiled from her clan for saving her brother’s life. She told you, “Be strong woman, work hard, and nobody stop you!” ![]()
![]() Here (finally) is the further information on NPCs that I promised. I’ve put it all in one post instead of 5 PMs for ease of access, but please only read the “Important Colonists” section and the one labelled with your character’s name. This will give you a starting-off point for developing relationships with other colonists over the course of the adventure, and contains information that other players may not know at the start. Sorry about not getting this out when I said I would. Between heavy snow, car troubles, and sickness, its been a long start the the new year. I should have the opening gameplay post up today. Important Colonists:
Ramona Avandth - Employee of the Bountiful Venture Company and head of the colony. Always projects an aura of calm and control, and works to know each of the colonists by name. Has short cut brown hair and a tan complexion. Has a fine ear and singing voice. Lyra Heatherly - Employed by the Bountiful Venture Company as an explorer and mapmaker. Generally cheerful and something of a daredevil. A half-elf with long strawberry blonde hair and blue-green eyes. Rarely seen without her trusty pack. Perrell Beys - Employed by the Bountiful Venture Company as a colony historian and scholarly advisor to Ramona. Soft-spoken but stubborn, and exactingly precise. A human woman with short-cropped red hair, a smattering of freckles, and a simple, practical shirt and vest. Eamon Caranth - A priest of Erastil who volunteered to join the colony as a missionary. Easygoing and relaxed in demeanor. A friend to Father Nurpico, and the “defense attorney” in colonial trials. A tall half-elf with straw-colored hair and a pale complexion. Kurvis Nurpico - A priest of Abadar who also volunteered to provide spiritual support for the colony. Generally perceived among the other colonists as gruff and curmudgeonly, but a friend to Father Caranth. A man with steel-gray hair and formal attire, and among the oldest of the colonists. Rock:
Anya Sandstrider - When Anya meets you, she expresses surprise to find another of her people traveling with outlanders to this strange new land. She is curious about your story, and tells you about her desire to help these “soft” people become stronger, and how she sees them as her new tribe. Carver Hastings - Carver is the oldest of the colony's soldiers, and definitely the one with the most curious mind. He asks you how one of your people came to be a wizard, and is intensely interested in the story of how you came to Andoran, both sorrowful for your loss, and curious about the cave itself. Caroline:
Alba Divenvaar - As an alchemist and a traveler finally ready to set down roots, Alba almost instantly took a liking to you. She’s traveled across much of Avistan and Garund, and takes great enjoyment in sharing stories of her adventures and alchemical and herbal tips with you over the course of the voyage. Eamon Caranth - A missionary to the colony, the cleric of Erastil has an appreciation for nature that allows a lot of common ground with you, aside from the faith of your friend. If you confide in him about Jelena, he would encourage you to remember the importance of supporting family and building community, but not give any definite guidance on what exactly to do. Talan:
Carver Hastings - The old soldier is all that you assumed Carver was, until one evening when you both had a fit of energy and ended up on the deck together, watching the Arch of Aroden passing by. As you talked with him, you discovered that he knew a great deal about history. His revelation that he was an undercover Pathfinder following in the footsteps of Durvin Gest made his position in the colony make more sense to you. Perrell Beys - The official colony historian and scholarly advisor to Ramona is also a friend made through discussion on ancient Azlant, though her interest in you seems a little more than academic. Baern:
Alba Divenvaar - Alba was a surprise to you on board, a dwarf who has travelled far and wide learning the art of alchemy, a wanderer like yourself. She is supportive of your decision make your own way. Antwyn Malros - The young human leatherworker says that he wants to be a fighter and an adventurer, and after being told by several members of the ship's crew that they didn't have time to train him in fighting, he came to you asking for assistance. Kriznox: Frel Tanboor - The son of Iobaran refugees, this one-eyed trapper is also a card sharp, and has actually pulled one over on you during a game with some of the Peregrine’s crew. Kalcora Weems - The only halfling among the second wave of colonists, Kalcora is an eccentric person, who befriended you over being the “small people” among the colonists. She is an expert haggler, and a former slave from Chelix. ![]()
![]() Li Shin wrote: I think my biggest problem is figuring out what weapon to use while underwater; can't seem to use a glaive effectively. Maybe I need to sneak in TWF and dual-wield wakizashis? There will be ways to deal with that coming up in the course of the adventure, and the campaign notes specify changing treasure to accommodate not having a town. ![]()
![]() Alexandr Sergejevich Kerensky wrote: I dont know if this is actually valid, but GM dependent you may ask if you can Combat maneuver on a whirlwind attack. This could make whirlwind attack an option at level 9 if your build allows. AoO trip seems potentially potent. I'll have to look into that when I have a chance, but trip has an underwater equivalent, called off-balance (which is a form of flat-footed). I'm sorry I haven't posted the pre-game information yet. Busy Christmas trip ended in missed flight, which has made an already busier than expected trip even busier. I should get everything posted tomorrow. ![]()
![]() Li Shin wrote: Just to confirm, I believe we're doing Elephant in the Room and Background Skills? My character bakes in those assumptions. That's correct. Two more items as well:
Second, I'll be posting here before I start the gameplay thread with a few of the colonists that each of your characters would know best. The campaign actually starts with landfall at the colony in Azlant, so you have had about six weeks to spend with your fellow colonists. ![]()
![]() Psych! I actually have a basic post ready for discussion now. Welcome to the discussion thread! Some friendly reminders:
![]()
![]() Welcome to the discussion thread! Some friendly reminders:
![]()
![]() So after going over the many wonderful submissions for the campaign, I have decided that I will run two tables. Here are the players (and characters) chosen: Table 1
Table 2
I will have an initial discussion post up in the next few days, and an initial gameplay post up by New Year's Day. There will be a Table 2 campaign up today or tomorrow. Congratulations to each of you, and thank you to everyone who submitted characters. ![]()
![]() Thank you for all the thoughts. My current calculation is roughly as follows:
Cons
Answer (so far)
![]()
![]() Submission List:
Done or Mostly Done AceofMoxen (Bethany Ramil) Aldizog (Brother Jasper McLaren) drbuzzard (Marvin Rogers) Elloti (Captain Jack Harrow) Gerald (Nininox Ambershale, XIV) Herkmyr the Silly (Mordeki) hustonj (Luimener) infomatic (Rilem) Ironperenti (Alexio Casara) JonGarret (Shalluk) KingHotTrash (Baern Holderhek) Malinor (Imrik Farstrider) mightypions (Alexandr Seregejevich Kerensky) Mr. Minotaur (Kriznox Haab) Mythicman19 (Karsten Monsen) Nazard (Chatah "Rock" Dives Like Rock) Patrickthekid (Lily Le) rorek55 (Xander Reef) Ruin Explorer (Trisk) Skorn (Nikoder Ericson) Solicitor (Tálan of Cormentyn) Songdragon (Caroline Collingwood) SqueezeMeNow (Anastasia Arma) Stiehle (Sea Ranger) Partly Done/Concept
Here's the submission list. We have a lot of good submissions, so I'm going to cut things shorter than I'd planned, and end recruitment on the 15th at 11:59 PM Eastern Time. I'll review all the submissions at that point, and hopefully have my 5 picks posted by the 22nd or 23rd. I've see a lot of good characters, so I may end up making two tables if the choice is too difficult. But in any case, I'll try to let the lucky adventurers among you know by before Christmas, with a discussion post up by New Year's Eve, and an opening gameplay post by New Year's Day. ![]()
![]() Ellioti wrote: @DM yttras, if I wanted to play an Oracle with the Ocean's Echo archetype, do you require the Racial Heritage (Merfolk) feat, or would you handwave that race restriction? In that specific case, I'm going to handwave the race requirement. There's nothing inherently merfolk about an oracle with bardic performance in my mind. ![]()
![]() Here's an update for all of you: List of Submissions Done or Mostly Done
Partly Done/Concept
A good number of submissions so far. As I said in the OP, I was thinking of running this recruitment through the end of the month, subject to shortening if there was a great deal of interest. So far, I'm thinking that we may still go through the end of the month. There's been enough interest, for sure, but I will be with family for the second half of the month, and won't have as much time to dedicate to setting up the campaign. I don't want to end this week, select a party, and then leave everyone hanging for two weeks before starting. ![]()
![]() Alexandr Sergejevich Kerensky wrote:
That sounds fine to me. Something along the lines of some within the Company looking for non-Eagle Knights with military prowess. ![]()
![]() Sendi wrote:
Makes sense. Also, your character may be the coolest-looking aasimar I've ever read about. ![]()
Male Human (Taldan) Paladin 5 | HP 41/43 | AC 19 T 11 FF 18 CMD 19 | Fort +10 Ref +5 Will +8 | Initiative +4 | Perception +6 | Lay on Hands 5/6; Smite Evil 2/2
![]() After calling out "Undead by the road!", the paladin will call on divine energy to rip at the energies animating the corpses
I like this joke xD ![]()
Male Human (Taldan) Paladin 5 | HP 41/43 | AC 19 T 11 FF 18 CMD 19 | Fort +10 Ref +5 Will +8 | Initiative +4 | Perception +6 | Lay on Hands 5/6; Smite Evil 2/2
![]() Alright, got the loot list updated. Added in everything except the Stag Lord's Helm. If you take anything, just go ahead and update the quantities on the list. If it's the last of an item, just change the quantity to 0 so I know to remove that line. ![]()
Male Human (Taldan) Paladin 5 | HP 41/43 | AC 19 T 11 FF 18 CMD 19 | Fort +10 Ref +5 Will +8 | Initiative +4 | Perception +6 | Lay on Hands 5/6; Smite Evil 2/2
![]() For everyone's information, I've updated the loot list, found here I've reformatted it into 3 tabs: Arms & Armor, Magic Items, and Treasure Items & Misc. I'll be adding in all of the new loot to the list this evening. ![]()
Male Human (Taldan) Paladin 5 | HP 41/43 | AC 19 T 11 FF 18 CMD 19 | Fort +10 Ref +5 Will +8 | Initiative +4 | Perception +6 | Lay on Hands 5/6; Smite Evil 2/2
![]() Looking back at the tracks, Bass turns to Ivo. "I agree that it could be a tough fight, with tracks that big. Furthermore, whatever it is, it presumably lives here, and harbors less immediate potential for harm than the Stag Lord's men hunting down the caravan. As for the dog-thing, I have a rope, and Garethane has a ranger's touch." A smile breaks out on the paladin's face. "We'll have it out in no time!" ![]()
![]() Final version (I hope, includes paraphrase of each trait effect):
Stats:
Thaviun Rigulus
Human Conjurer 1 NG Medium humanoid (human) Init +10; Senses Perception +6 DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +2, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Wizard Spells Prepared (CL 1st; concentration +5) 1st—mage armor, magic missile, mudball (DC 15) 0th (at will)—acid splash, light, prestidigitation Opposition Schools divination, necromancy STATISTICS Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8 Base Atk +0; CMB +0; CMD 12 Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration) Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5 Languages Common, Draconic, Elven, Infernal, Thassilonian Favored Class Bonus +1 HP Traits Hedge Magician (-5% magic item creation costs), Seeker (+1 trait bonus to Perception and is class skill), Time Lost (+2 to Initiative, plus 1 reroll during the campaign) SQ arcane bond (rabbit), shift (7/day), summoner's charm Combat Gear scroll of magic missile (2), scroll of mage armor Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp Backstory:
Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20. When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae. Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere. That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.
Appearance & Personality:
The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it. While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.
Sihedron Hero: Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life. ![]()
![]() @GM Phntm888: No problem. Here's the consolidated post, including the favored class bonus in the stat block. Stats:
Thaviun Rigulus
Human Conjurer 1 NG Medium humanoid (human) Init +10; Senses Perception +6 DEFENSE AC 12, touch 12, flat-footed 10 (+2 Dex) hp 8 (1d6+2) Fort +2, Ref +2, Will +3 OFFENSE Speed 30 ft. Melee quarterstaff +0 (1d6) Wizard Spells Prepared (CL 1st; concentration +5) 1st—mage armor, magic missile, mudball (DC 15) 0th (at will)—acid splash, light, prestidigitation Opposition Schools divination, necromancy STATISTICS Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8 Base Atk +0; CMB +0; CMD 12 Feats Alertness, Improved Initiative, Scribe Scroll, Spell Focus (conjuration) Skills Knowledge (arcana, history, local, nobility, planes) +8, Perception +6, Spellcraft +8, Stealth +3, Use Magic Device +5 Languages Common, Draconic, Elven, Infernal, Thassilonian Favored Class Bonus +1 HP SQ arcane bond (rabbit), shift (7/day), summoner's charm Combat Gear scroll of magic missile (2), scroll of mage armor Other Gear quarterstaff, scroll case, spellbook (contains celestial healing, expeditious retreat, mage armor, magic missile, mudball, stunning barrier, and summon monster I), traveler's outfit, wizard's kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and waterskin), 61 gp, 3 sp, 7 cp Backstory:
Raised in the Midland district of Korvosa, Thavian dreamed of fireballs and bound devils where his peers and schoolmates dreamed of swords and titles. When he told his parents of his ambitions to become a wizard at the Academae at the age of 7, his mother was strongly against it, calling it "too dangerous a profession", but his father, a merchant, was in favor, knowing the prestige of graduates of the institution. After a year of Thavian pleading with his mother, she relented, and his preparation to enter the Academae began in earnest, lasting from the age of 8 until Thavian was 20. When entrance day finally came, Thavian was extremely nervous. He had memorized spell component lists. He had practiced reciting the names of the great arcane masters. But most anxiety-inducing to the young man was the stories and rumors of life at the Academae itself. One in five students did not survive the first three years of the rigorous course of study. But Thavian steeled his resolve, and was one of those accepted from among the many applicants, entering into the Academae. Three and a half years later, and Thavian felt a lifetime away from the excited, hopeful young man he had been. True, he had learned the basics of magic, and could cast a few spells, but he had been a slave of his master, Jandar Lilswin, who had not only used him for menial tasks, but as bait for summoned monsters of many kinds, leaving him to the care of a priest of Abadar on more than one occasion. When he graduated from this "apprenticeship" and began to study in earnest, he realized that his experience was not only not unique, but not untypical of new students. Enraged, he confronted the dean of Conjuration privately, and on having his experiences dismissed out of hand, said that he would take his studies elsewhere. That night, Thavian took his spellbook and his small purse of gold, and clung to the bottom of the trash cart, and fled the city for Magnimar. Since then, he has spent the last several years travelling Varisia, travelling to the safer Thassilonian ruins and speaking to arcanists of all stripes to further his magical knowledge. He is currently living in Roderic's Cove, spending some of the time in Riddleport studying the Cyphergate.
Appearance & Personality:
The 27 year old is of Chelaxian descent, and it shows in dark hair and pale skin. He is also on the slender side, with little in the way of defined musculature. He does have piercing brown eyes, that always seem to be taking in as much as possible. The young mage usually dresses in solid travel clothes that wear well, avoiding the robes typically associated with his profession. He has a deep, crescent-shaped scar that starts at his right collarbone and curves down across his chest to his armpit, with a matching scar on his back. Thavian never talks about how he got it. While he may come across at first glance as somber, Thavian is simply sobered by the dangers of the world, which he feels he has more than his fair share of his experience with. When with companions he enjoys the company of, he likes sharing stories of his travels, or interesting tidbits of arcane trivia. While he doesn't retain much from his upper-class upbringing, he does tend to be chivalrous towards women. Thavian also tends to get very angry about those who use others as tools, and is quick to confront them about the behavior, even to the point of violence if he feels strongly enough.
Sihedron Hero: Seoni - Thavian met the sorceress in Magnimar at Heidmarch Manor shortly after leaving the Academae. Her stories about Jorgenfist, the Runeforge, and Xin-Shalast inspired him to keep going in the darkest period of his life. |